Main menu

How to make a game design portfolio? (Review)

In this ever-growing industry, developers are realizing just how important it is to have more ‘designers’ in their team to figure out how to make their games more interesting. Hence, more people are competing for that position as ‘game designer’ more than ever. When most people think about an online portfolio that showcases skills and experience, what usually comes to mind is a colorful web page with galleries of concept work and other forms of art– either that or pages with short stories, articles, and other written work.

If you are planning to create a portfolio and want to know what it takes to stand out and convey your skills and abilities as a game designer, the following tips will help you get the recruiting team’s attention and be able to get a job.

1. Show you’re Already Making Games

It’s not easy to convince people that you’re a ‘game designer’ simply by putting it on your resume. If you really think you’re matching for a game designer career then, simply put, you should already be making real games!

And here, we don’t mean a big-budget XYZ game or even a top rate iOS chart. We’re mentioning about anything: a few simple Flash games, a card game, or even a table-top game made with materials you purchased at your local arts and crafts store. Anything that tells the person looking at your portfolio that you actually have a passion for designing games.

2. Let Us Play Those Games!

The only thing better than showing the pictures of the neat games you make and talking about the challenges along the way is letting us play them.Apparently, with physical games like table-tops and card games it’s unlikely that the hirer reading your instructions is going to actually build the game themselves just to check out, so this is geared more towards digital games.

All of those allow you to create a game that you can actually share with others with hardly any work. Attach a link or downloadable version of those games so they can check out your portfolio can actually play the game you put to have made.

3. Talk About Your Your Experiences

Developers are curious in finding someone with real passion for creating games, but more importantly, they want designers to talk about their experiences. This means talking about the challenges you face along the way, as well as breakthroughs andits failures. Any designer will let you know that although playing games is fun, making them can be a difficult but enrich learning experience.

If you can prove you have an eye to determine what makes a game interesting and what makes it boring, you will surely impress those looking for the designer to know: What does it take to design a good game.

4. Don’t Rely on The Design Docs

You cannot just add a detailed game design document or two to your catalog and expect visitors to read all of its 200 pages before realizing you are the next Miyamoto. It is obvious that knowing how to write a good design document is very important, but perhaps it is not your job.

You can prove that you form the game idea and really learn from the experience when it's being played, you are more likely to impress. This does not mean that you should drop the game design document into the trash. After all, the ability to write a design document is definitely a tool that all designers need to have.

Conclusion

In your portfolio, you are trying to convey the ability to consider the games from a design perspective, whether it be a simple indie title or a business card game that you made from the piece of cardboard. The best and only way to do this is to actually create the game from your knowledge. Stay focus on expressing your passion and desire as a game designer and your portfolio will certainly stand out because of it.

Post navigation

Welcome

Charm-crypto provides the most useful, accurate and important information to lead you to your design career. The purpose of Charm-crypto.com is to help aspiring game designers of all levels to find the best (and quickest) path to becoming a professional video game designer.